Wednesday, June 17, 2015

Battletech Heaps: Inner Sphere Streak LRMs

Whether it's for nostalgia or novelty, Wednesdays are the days that I put up old Battletech house rules I created nigh on 10 years ago. For those of you who aren't familiar with the (in)famous, addictive board game of armored combat, I'll add some context, but know that you should abandon all non-courier fonts, ye who enter here.

Inner Sphere Streak LRMs
For some reason, the Clans have Inner Sphere-sized streak LRM launchers, but the Inner Sphere doesn't have obnoxiously-sized streak launchers of their own. Inner Sphere versus Clan streak systems are strange. Clan units are twice the size of their non-streak counterparts while Inner Sphere systems are only 50% larger.

For those of you not familiar with any of this, streak systems never fire unless they hit and when they hit, all of their missiles hit. This is in sharp contract to standard systems which always fire and even when they hit, they only hit with an average of 66% of their payload.

Name   Dmg   Heat Min SR MR LR Tons   Crits Ammo
LRM 5   5/5C  2    6   7 14 21   3.5   2     24
LRM 10 10/5C  4    6   7 14 21   7.5   3     12
LRM 15 15/5C  5    6   7 14 21  11.0   4      8
LRM 20 20/5C  6    6   7 14 21  15.0   6      6

I kicked the crits for each system up by one and pumped the tonnage up by 50%. I racked the tonnage for the LRM 5 and 15 up a little extra because just multiplying the tonnage really beefed up their inconsistencies with the 10's and 20's. The LRM 5 and 15 are 3.0 and 10.5 tons each without padding them.

The SLRM 5 compares favorably to an LAC 2, with a better range, better damage, and worse heat. It's slightly lighter even. You only lose out on TC-compatibility and specialty ammo. :\

The SLRM 10 holds up to the PPC. The PPC deals more focused damage, doesn't have ammo, and is lighter (after counting ammo, but before counting heat sinks). The PPC loses on range though.

The SLRM 15 rings in at about the same weight as an LBX/10. The SLRM 15 doesn't have the targeting mods, or the extremes of concentrated damage and cluster shots, but it does hit three locations and does more total damage. The SLRM produces more heat, but also has better range. :\

The SLRM 20 is the same weight as a Gauss Rifle. It forces a PSR, but can't get a head shot for crap and doesn't really have the same all-around punch. The LRM crit-seeks better, has slightly worse range, and its smaller ammo and higher heat are largely offset by its streak abilities. I think it's the only system really leaning on it streak abilities to be competitive.

I'm pretty happy with these and I'm surprised I didn't field more units with them.

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